Portal: Stay Inside: Difference between revisions
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== Introduction == | == Introduction == | ||
Portal: Stay Inside is a third-party modification for VALVe's Portal by me, [[User: | Portal: Stay Inside is a third-party modification for VALVe's Portal by me, [[User:WinstonSmith|WinstonSmith]](Note: the PSI project hasn't been transfered to a different user; see my userpage for details). It contains a series of puzzles just like the original Portal, but one of my priorities is to add a deeper storyline. I am (as of February 2009) still in the EARLIEST stages of developement; I haven't even finished a single map yet. | ||
== Who's Working on This Thing? == | == Who's Working on This Thing? == | ||
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As of now, I'm the only person who is working on Portal: Stay Inside. This is mainly because I'm very busy, and I don't have much time to devote to the mod. | As of now, I'm the only person who is working on Portal: Stay Inside. This is mainly because I'm very busy, and I don't have much time to devote to the mod. | ||
== So What Makes This | == So What Makes This So Special? == | ||
This mod will have some brilliant content contributed by other gamers, including: | This mod will have some brilliant content contributed by other gamers, including: | ||
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* A few great signage textures from Farragar (get 'em [http://forums.thinkingwithportals.com/dload.php?action=file&file_id=230 here!]) | * A few great signage textures from Farragar (get 'em [http://forums.thinkingwithportals.com/dload.php?action=file&file_id=230 here!]) | ||
* New game concepts (such as timed buttons--I know I could've used switches, but whatever) | * New game concepts (such as timed buttons--I know I could've used switches, but whatever) | ||
* Possible new voices. Because I don't have the equipment or the resources to record my own voices (not to mention the skill to edit the files to make them sound GLaDOS-like), and because FacePoser is an ''incredibly'' oblique piece of | * Possible new voices. Because I don't have the equipment or the resources to record my own voices (not to mention the skill to edit the files to make them sound GLaDOS-like), and because FacePoser is an ''incredibly'' oblique piece of software, there's a good chance I'm going to default to the included scenes. | ||
It probably will have none but the simplest models, as I'm currently using Google Sketchup as my modelmaking program. I might, if I have the time, learn the basics of XSI, but for now I'm content with Sketchup. The tools I use to convert *.skp files to .mdl files are called PlayUp Tools--Google it and check it out! | It probably will have none but the simplest models, as I'm currently using Google Sketchup as my modelmaking program. I might, if I have the time, learn the basics of XSI, but for now I'm content with Sketchup. The tools I use to convert *.skp files to .mdl files are called PlayUp Tools--Google it and check it out! | ||
Revision as of 11:27, 28 June 2009
Introduction
Portal: Stay Inside is a third-party modification for VALVe's Portal by me, WinstonSmith(Note: the PSI project hasn't been transfered to a different user; see my userpage for details). It contains a series of puzzles just like the original Portal, but one of my priorities is to add a deeper storyline. I am (as of February 2009) still in the EARLIEST stages of developement; I haven't even finished a single map yet.
Who's Working on This Thing?
As of now, I'm the only person who is working on Portal: Stay Inside. This is mainly because I'm very busy, and I don't have much time to devote to the mod.
So What Makes This So Special?
This mod will have some brilliant content contributed by other gamers, including:
- ReepBlue's excellent Portal Warm Textures (get 'em here!)
- A few great signage textures from Farragar (get 'em here!)
- New game concepts (such as timed buttons--I know I could've used switches, but whatever)
- Possible new voices. Because I don't have the equipment or the resources to record my own voices (not to mention the skill to edit the files to make them sound GLaDOS-like), and because FacePoser is an incredibly oblique piece of software, there's a good chance I'm going to default to the included scenes.
It probably will have none but the simplest models, as I'm currently using Google Sketchup as my modelmaking program. I might, if I have the time, learn the basics of XSI, but for now I'm content with Sketchup. The tools I use to convert *.skp files to .mdl files are called PlayUp Tools--Google it and check it out!
I'd love to introduce new puzzle designs or game elements, but I can't do anything with coding because I've barely mastered the C++ "Hello World" program.
So What's Next?
If all goes well, I'd like to have a website/blog up and running for the mod. I'd also (obviously--isn't this the dream of any developer?) like to have VALVe take notice of the mod once it's public.
Media, etc...
I'll post any screenshots and such here.
A Final Note
Please leave any questions or anything on the talk page--I'll be checking this article frequently. I will also be, most likely, modifying this page very often.